Current v1.13 Development Discussion

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New commit:
- Canada now flips all English, French and American cities in the Canadian region
- France won't found cities in Alberta/Manitoba
- renamed Sydney tile on Nova Scotia to Halifax

Surely colonial civs need some more adjustments to make it playable and realistic :P

Anyway good points.
 
Yeah, this is good.

I'm just curious though, does anyone have a strategy for filling out Canada? the first time i spawned and saw all that empty land, and only having the one settler, i felt a bit discouraged because I was unsure how to fill it all by 1950, especially since you can't really reach those two gems up north due to tundra and ice.
 
New commit: Added additional factors to influence slave value.

Fresol, I look forward to you trying to outsmart the AI. I hope it's all covered this time. At least free slaves should be impossible.

Seems like I'll have to play Congo for another while:lol:
 
New commit: Added additional factors to influence slave value.

Fresol, I look forward to you trying to outsmart the AI. I hope it's all covered this time. At least free slaves should be impossible.

Quick question: Does the cost of slave affected by game speed? (Tripled on Marathon and so on.)
 
Yeah, this is good.

I'm just curious though, does anyone have a strategy for filling out Canada? the first time i spawned and saw all that empty land, and only having the one settler, i felt a bit discouraged because I was unsure how to fill it all by 1950, especially since you can't really reach those two gems up north due to tundra and ice.
You can churn out settlers rather quickly, especially if Vancouver and Winnipeg join in later. Culture is another matter and might have become harder with the recent change.

Seems like I'll have to play Congo for another while:lol:
Haha, I hope not :)

Quick question: Does the cost of slave affected by game speed? (Tripled on Marathon and so on.)
No, I'll fix that.
 
New commit: Added extensive logging in case the overflow bug is detected.

This means the following: due to Tigranes' latest save, I could track the issue back to base yield values. Base yield can be changed by a number of events, so I need more logging to figure out what exactly causes the problem. So now, every time the base yield changes, it is checked if it is less than 0 or more than 1000 afterwards (reasonable values can be expected to be within these bounds).

If that is the case, the following will happen:
- a message "Overflow in city [city name] for method [method name]" will appear in red in the interface. This is your cue to report it here
- the same message will also be written into the sdkDebug log in case the game crashes
- an autosave will be created regardless of autosave settings (always during autoplay)
- autoplay will immediately end

At least, that is supposed to happen, not sure if breaking the autoplay actually works.

In any case, if that happens to you, please send me a save of this situation (or use the autosave) and tell me the affected city and the mentioned method name.
 
New commit: Slave value scales with game speed.
 
New commit: Fixed the culture coverage of sea resources for landlocked cities.

(Instead of preferring sea resources, they were unintentionally penalized further.)
 

Few neighbor tiles called Winnipeg on the map, separated by invisible border, and in my last two games Americans found Winnipeg right at their side of the border, which is not a problem UHV-vise (it is not a Canada, and one can fight their culture with a nearby Canadian city) but aesthetically looks bad.
Maybe that tile could be another Grand Forks?
 
Yeah, this is good.

I'm just curious though, does anyone have a strategy for filling out Canada? the first time i spawned and saw all that empty land, and only having the one settler, i felt a bit discouraged because I was unsure how to fill it all by 1950, especially since you can't really reach those two gems up north due to tundra and ice.

Gems can be covered for sure. One can found a city in Tundra if next to water, there is a lake there.

But 100% is too harsh. I had 66% in 1920s with old culture rules.
 
Do we have uniform worker speed right now? This is actually good news for the ancient civs.
 
Concerning Russia: Do I automatically fail the first UHV if I found my capitol 1S of my starting position? (since it isn't considered Moscow but Rajan or something like that)

Yeah, don't settle there.
 
What's the latest revision before the culture system changes? The new culture system is so frustratingly irrational.
 
Yeah, don't settle there.

that sucks. Is that really necessary, Leoreth? If a specific city on a specific tile is necessary for your UHV, why not preplace it? Though I really think a 3x3 area would be nicer.
Or just make the UHV be a railroad from the Sea (St. Petersburg for example) to the other end of the continent...
 
Historicity I guess. And it's not too much of a problem, just don't be a perfectionist.
 
Historicity I guess. And it's not too much of a problem, just don't be a perfectionist.

it's not much of a problem gameplay-wise, it is just annoying, since the tile 1S is clearly vastly superior and I think it is just one more of those tiny quirks that are there to annoy people new to the mod.
You start a game with Russia and the first thing you'll probably have to do is find out which tiles are considered to be "Moscow".
I don't really see any reason not to give the player either some flexibility, name the corresponding tile (just like the tiles in Siberia are called Siberia), preplace the city that you need if you want to win or make Moscow the obvious choice for your capitol (for example by moving the iron into its BFC).
 
Nah, the iron has to be moved further away from Moscow to finally end this stupid discussion.
 
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